Color and Radiometry Oct 30 2024 18 minutes read (About 2684 words) 可见光人眼的可见光波谱范围约为370nm~730nm 蓝光:400nm,绿光:550nm,红光:650nm Read More
Radiometry Oct 30 2024 9 minutes read (About 1326 words) 光模型图形学中使用最常用的是几何光学,该模型中,物体的尺寸远大于光的波长 Read More
reflect and refraction Oct 30 2024 8 minutes read (About 1197 words) 反射方向反射定律:$\theta_i = \theta_o$ Read More
shading model Oct 30 2024 Rendering 4 minutes read (About 664 words) Lambert Model$$I_o = D * I_i\cos(\theta)$$ $$D = \frac{\rho_d}{\pi}$$ Read More
preintegrated skin rendering May 28 2023 Rendering 6 minutes read (About 968 words) 预积分皮肤渲染本文主要记录预积分皮肤渲染的思路以及一些要点解析 Read More
IBL Oct 17 2018 Rendering 14 minutes read (About 2035 words) Reflectance equation这里采用的反射模型如下:$$L_o(p,\omega_o) = \int_\Omega (k_d \frac{c}{\pi} + k_s \frac{DFG}{4(\omega_o \cdot n)(\omega_i \cdot n)})L_i(p,\omega_i)(n \cdot \omega_i) d\omega_i$$ Read More
why Not PI in BRDF implement Sep 15 2018 Rendering 4 minutes read (About 535 words) 案例分析Lambert的BRDF为$\frac{c_{d}}{\pi}$,在Unity中,Lambert光照实现为: Read More
Disney BRDF Sep 9 2018 Rendering a few seconds read (About 102 words) Disney Diffuse BRDF该模型为经验模型,目的是根据材质的roughness表现的不同,平滑的表面更暗一些,粗糙的表面亮一些 Read More